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Old 06/12/10, 1:32 AM   #346
taliesin3
Glass Joe
 
Night Elf Druid
 
Rexxar
Our guild has just started working on H LK 10, and I'm not sure what role I ought to play. I've been a tree for all of our heroic kills so far, but we have a well geared disc priest and holy pally for this fight. I hear the fight is 3-healable now that the buff is up to 20%, but that doesn't sound like a good plan to me.

Does anyone have experience 3 healing H LK 10? Do you recommend it?

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Old 06/13/10, 12:45 AM   #347
Ribtip
Glass Joe
 
Tauren Druid
 
Bloodhoof
It's always worth a shot, but my suggestion would be to find a good baseline (like Lourie's) to determine whether your raid comp is solid enough. For my group, I"m thinking that we need to 2 heal it.

We just finished our attempts with 3 heals and compared to Lourie's killshot, the logs seem to indicate we were way behind on dps by almost a factor of 2.

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Old 06/16/10, 4:03 PM   #348
Geraden
Glass Joe
 
Night Elf Druid
 
Suramar
Touching a bit on the glyph issue a few posts back, I've noticed a few people are suggesting a worthiness of using glyphed Healing Touch for situations such as 10 man H LK because of the necessity to keep raid comp down to 2 healers, yet ensuring that we have a reactive heal spell with some kick to be able to fill one of these two spots.

My question is has anyone thought of using unglyphed Healing Touch and picking up the 5 points in Naturalist? Assuming a character exactly on the soft haste cap (856 haste for me, with no points in CF but counting on all raid haste buffs), this leads to an approximate cast time of 1.67 seconds for a full power Healing Touch. I have done some rudimentary testing (although statistics and data analysis isn't generally my thing), and found that, accounting for the varying crit chance but neglecting the benefits of Living Seed, Healing Touch will slightly edge out glyphed Nourish in raw HPS assuming a consistent 2 HoTs on the target. I've no numbers to post and don't feel confident enough to do so yet if I did, however my main idea here is (regardless of the math) whether or not these 5 talent points are enough to make this spell useful to us in such situations as Heroic LK 10man, and if so, whether the spell is worth the 5 talent points or not.

My opinion is that a 1.67 second cast time is not much longer than a Regrowth (around 1.3 seconds at soft cap) and is by no means a long cast time for the strength of such a spell. This would then essentially give us a spell to be able to more closely mimic a Holy Paladin in some senses, as the strength of the heal is as close as we have to their Holy Light. In a fight where initially the only healers able to get a kill were a Disc Priest / Holy Pally combo, this might gain us a bit more of an edge.

My usual talent build usually resembles something like this:
Talent Calculator - World of Warcraft

While the talent spec I'm proposing would be along the lines of:
Talent Calculator - World of Warcraft


You'll notice in the second build, for the necessary 5 points in Naturalist, I've dropped Nature's Bounty (the idea being Healing Touch would be the go-to cast heal instead of Nourish). I've also dropped Subtlety which I'm unsure of. Generally I only run with 2 points there but these days healing aggro is next to nothing and apart from situations where adds spawn, being careful and Shadow Melding both should manage that, I don't think it would cause any problems to drop the talent completely. The other option being to drop Living Seed (now a less powerful talent due to the dropping of Nature's Bounty) and using those points perhaps in Revitalize (a talent I always like to pick up if I can) or Subtlety. Also, concerning the increased mana demand of Healing Touch, the full 5 points in Tranquil Spirit, and the ability to drop glyph of Nourish and opt to go with Innervate (in my opinion there aren't to many other sensible alternatives) should help maintain a low enough rate of mana consumption that no problems should arise. The bonus being, Nourish would still be a viable quick 1sec cast spell we can use, just now we would also have the option of a huge heal bomb we can spam on tanks if needed.

Again, the entire idea being to add an entirely new (generally previously unused spell) to our arsenal at a relatively low cost. Thoughts?

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Old 06/16/10, 5:18 PM   #349
Rijndael
Don Flamenco
 
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Dwarf Priest
 
Proudmoore
Originally Posted by Geraden View Post
I have done some rudimentary testing (although statistics and data analysis isn't generally my thing), and found that, accounting for the varying crit chance but neglecting the benefits of Living Seed, Healing Touch will slightly edge out glyphed Nourish in raw HPS assuming a consistent 2 HoTs on the target.
My opinion is that a 1.67 second cast time is not much longer than a Regrowth (around 1.3 seconds at soft cap) and is by no means a long cast time for the strength of such a spell. This would then essentially give us a spell to be able to more closely mimic a Holy Paladin in some senses, as the strength of the heal is as close as we have to their Holy Light. In a fight where initially the only healers able to get a kill were a Disc Priest / Holy Pally combo, this might gain us a bit more of an edge.

Again, the entire idea being to add an entirely new (generally previously unused spell) to our arsenal at a relatively low cost. Thoughts?
In practical raid situations, the casting time is directly proportional to overheal. With your numbers, an unglyphed HT is almost a full second longer to get off than a glyphed HT. Sure, it heals for a lot more, but there are very few situations where you will do more effective healing this way. Most fights where I use gHT, it has overheal of about 5-10%. I had fights with no overheal at all for gHT.

For LK infest in particular, the thing is that people with a runaway infest are not always possible to predict (sometimes you can -- e.g. cleaving melees will tend to pop bubbles early, but often you can't). This means you can't afford to do hot setup, and in such situations gHT is better than Nourish. The other thing is the extra speed in getting the spell off can sometimes stop additional infest ticks from even happening which is valuable.

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Old 06/16/10, 5:53 PM   #350
Kalya
Glass Joe
 
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Night Elf Druid
 
Nagrand (EU)
Originally Posted by Geraden View Post
Touching a bit on the glyph issue a few posts back, I've noticed a few people are suggesting a worthiness of using glyphed Healing Touch for situations such as 10 man H LK because of the necessity to keep raid comp down to 2 healers, yet ensuring that we have a reactive heal spell with some kick to be able to fill one of these two spots.
I don't think anyone suggested gHT for 10man (unless I missed it). From your post, I understand that you did all the maths while thinking of a resto druid/disc priest setup in a 10man LKhc encounter, in which the druid assumes the tank healer role? In this case, there's little chance that you will have people with a runaway infest, since a priest shielding makes infest... I won't say trivial but let's say fairly kept under control.

I haven't done the maths myself, but I am fairly sure that, as a tank healer, full hots (including a regrowth tick) + glyphed Nourish (which you would drop otherwise) + Nature's Bounty (same) is going to be stronger than a Healing Touch with all the 'tweaks'. You would still have Living Seed as well, and then of course there's Swiftmend and NS+HT for 'omg panic' moments. Agreed that a 'huge heal bomb' might get handy, but as Rijndael said above, I too think that it would mostly overheal if spammed, and there will be a loss overall rather than a gain on the tank, while it will not really be needed on the other raid members either.

Last edited by Kalya : 06/16/10 at 6:00 PM.

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Old 06/16/10, 7:10 PM   #351
Dav1l
Von Kaiser
 
Night Elf Druid
 
The Maelstrom (EU)
5/5 Naturalist and potential Healing Touch usage

Originally Posted by Geraden View Post
Touching a bit on the glyph issue a few posts back, I've noticed a few people are suggesting a worthiness of using glyphed Healing Touch for situations such as 10 man H LK because of the necessity to keep raid comp down to 2 healers, yet ensuring that we have a reactive heal spell with some kick to be able to fill one of these two spots.


My question is has anyone thought of using unglyphed Healing Touch and picking up the 5 points in Naturalist? Assuming a character exactly on the soft haste cap (856 haste for me, with no points in CF but counting on all raid haste buffs), this leads to an approximate cast time of 1.67 seconds for a full power Healing Touch. I have done some rudimentary testing (although statistics and data analysis isn't generally my thing), and found that, accounting for the varying crit chance but neglecting the benefits of Living Seed, Healing Touch will slightly edge out glyphed Nourish in raw HPS assuming a consistent 2 HoTs on the target. I've no numbers to post and don't feel confident enough to do so yet if I did, however my main idea here is (regardless of the math) whether or not these 5 talent points are enough to make this spell useful to us in such situations as Heroic LK 10man, and if so, whether the spell is worth the 5 talent points or not.

<..>
I'm actually specced into 5/5 Naturalist. You can check my armory in the profile. I find it quite handy on different bosses. For example, I'm using Healing Touch on Valithria, glyphed Healing Touch on Anub, and also precasting it to mitigate lots of hard hitting boss abilities (e.g. Sindragosa's Frost Breaths).

Now to the LK10 Heroic healing. I was fulfilling a few roles in there, so here we go: raid healing in pala+druid setup and tank healing in druid+disc setup. Leaving aside the fact that Healing Touch will most likely overheal, it's also a lot slower than Nourish (and you want to be really fast in 10m). The main reason though is that Nourish is doing just fine in 10m. You would never ever need or want to cast unglyphed Healing Touch unless in conjuction with Nature's Swiftness neither when tank healing, nor when healing the raid.

On the other hand, LK25 Heroic seems to be completely different non-glyphed Healing Touch wise. I'm usually checking the raid frames, if there are people who don't have shields for some reason, and trying to precast Healing Touch on them. In 25m Infest hits a lot harder, and Nourish alone won't do the trick, you'd want to hit another one, but Healing Touch is doing the job which results in roughly one free global. I then procede to patch up with Nourish, because at the time fast heals do matter a lot due to a couple of other healers doing the very same job. Also, if your guild has LK on farm and you know the encounter pretty good, you can time your Healing Touch to hit OT right after Shambling Horror's Shockweave (I've mastered to hit at least 3 of those). Although it's nothing but e-peen boost, that's the only fun thing left to do in p1 for me.

That's basically it. There are not a lot of places where 5/5 Naturalist is useful and/or provides hps boost (if at all) in any kind. I've chosen to spec it only to have some utility outside the standard druid resources, while not losing much (only Subtlety and 2 random talents in resto tree).

Last edited by Dav1l : 06/16/10 at 7:15 PM.

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Old 06/25/10, 4:39 AM   #352
Sekke
Piston Honda
 
Sekke's Avatar
 
Tauren Druid
 
Bonechewer
I'm wondering if some people here could give me some advice on healing H-LK 10man with a Disc Priest. I see a few posts here have mentioned doing it, and I didn't think it would be that rough, but it was a lot more difficult than I predicted.

First, I run with Nourish, RR, and SM Glyphs. For gear I do a Haste set up, since (correct me if I'm wrong) both 4p and Trauma are fairly weak on LK.

I was on the tanks full-time.

P1 was touchy, until we convinced the Disc to help out on the tank heals. Transition was fine. We never made it past P2 (this is with people who have killed H-LK before, both on 10 and 25man).

Due to luck/fate/whatever the Disc got picked up on every attempt. Invariably, one of two things would happen: either a tank would die while I was patching Infest, or a raid member would die while I had to keep the tank up and couldn't get to Infest in time.

If it matters, we were using 2 Warrior tanks, and had no Shadow Priest for a cooldown when the Disc got picked up. We did have a Ret Pally for AM, though it didn't seem to help.

I don't have a parse, but any tips would be appreciated.

We might try it next week with a Holy Paly and me on the raid, I wanted to try it tonight but the raid leader was skeptical that a Druid could cover Infest. Now that I've seen it's been done, I'll suggest it again.

Il dolce far niente.

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Old 06/25/10, 6:54 AM   #353
Rautalanka
Glass Joe
 
Troll Druid
 
Moonglade (EU)
I've done it with both disc+tree and pala+tree setup and doing it with a disc is definately much more stabile. A reasonably geared tree should be able to keep both tanks alive. Ever since the 20% I find myself not even having to nourish much when tankhealing. Doing it with disc and tree also has the benefit of almost trivializing frostmourne phase compared to disc and pala.

Your problems seems to lie in healers getting picked up in phase two. This will happen more often than not and your raid needs to be prepared for it. Have a raidwide cooldown ready (aura mastery should be enough if it's used before the first tick), and have a hybrid help out with topping infests up. Everyone should also use their personal cooldowns to reduce damage at this point. When the disc gets picked up you should try to prehot as many people as you can (while keeping the tanks alive of course), and then wg -> swiftmend -> nourish spam and hope everyone stays alive.

Your character link takes me to a Death Knight, so I can't comment on your gear. Keeping the tanks up is pretty straightforward. Keep full hots on both tanks, stack LB to three and let it bloom. Swiftmend as soon as you get a chance and Nourish in between. Don't clip hots and try to refresh them when tanks are at hight health. You can ask the priest to try to keep inspiration on both tanks as much as possible.

Last edited by Rautalanka : 06/25/10 at 7:15 AM.

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Old 06/28/10, 6:05 AM   #354
jula
Von Kaiser
 
Night Elf Druid
 
Ravencrest (EU)
Before every Valkery landing put as many hots as you can on the raid and tanks (while keeping tanks up).
Helps a lot to see PW:S in your raid frames (who has it and who doesn't).

If you (Tree) is grabbed, the disc should have the needed PW:S on the raid and only needs to tank heal a bit until you are free, he has your hots on the tanks to help him there.
If disc is grabbed, he should have put up at least some of the PW:S on the raid, you should have a lot of pre-hots all over to help you. Tanks will be ok a few seconds usually with the 3LB expiring soon. You can swiftmend, NS+HT, tranquility, use cds on tanks and/or the raid (for example mages can iceblock, pala can bubble, DK AMS etc..) and spam nourish. Also if your dps are decent then freeing that disc doesn't take long, so he can hymm as he comes out if needed.

Disc being grabbed is probably the worst case scenario, but normally doesn't happen more than twice in the fight and only in some of those cases the disc did not have enough time to PW:S everyone following the previous Infest.

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Old 06/28/10, 1:54 PM   #355
diegoa
Glass Joe
 
diegoa's Avatar
 
Night Elf Druid
 
Draenor (EU)
Online version of TreeCalcs

Some time ago I’ve decided to make an online version of Arawethion's Tree Calcs. Here it comes: Resto Druid Healing Calculator

Basically the manual is pretty simple:
  1. Import your character from Armory.
  2. Go to Buffs tab and select the buffs you raid with.
  3. Select the rotation in Rotations table and press Update HPS button.
  4. After that you will notice that almost each stat, talent, buff or gear effect has 2 numbers: the upper (green if positive) one shows how many HPS you get from a certain parameter when using selected rotation and the lower one (blue if positive) shows MP5 effect. If bonus number is red that means it steals HPS or MP5.
  5. Rotations table contains HPS, HPM, needed mana regeneration and time to out of mana when using selected rotation.
  6. Under Rotations table you will see the GCD and Lifebloom haste info with current talents and buffs.
  7. Spells table (appears only when HPS calculation is finished) contains info about healing per execution time and healing per mana for your spells. It also tells the benefits of 1 Spell power, 1 Spell Crit and 1 Spell haste point for each spell, so you can decide what stat you want to pump up to increase the efficiency of certain spell.
  8. When you change something – for example, you play with talents, buff, etc and press Update HPS button again you will see that in Rotations table the selected rotation will indicate gain/loss of HPS comparing to previous calculation.

Notice 1: Yes, I know this thingy misses lots of features like gear selection, custom rotations, etc. Post your feedback and your proposal may be implemented in the next version.

Notice 2: If any tree knows JavaScript developer and wants to join the development team – you are very welcome.

Thanks: Arawethion!

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Old 06/28/10, 2:16 PM   #356
Erdluf
Great Tiger
 
Night Elf Druid
 
Echo Isles
diegoa,

At first glance, it looks pretty good. When importing my character from armory, it seems to get primary/secondary backwards (my primary is balance, and that is my current armory). In other words, when I said secondary, it was seeing my balance stuff (Lunar Guidance, not much in Resto). When I said primary, it picked up my resto build.

I'll be taking a closer look.

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Old 06/28/10, 3:45 PM   #357
diegoa
Glass Joe
 
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Night Elf Druid
 
Draenor (EU)
Thanks Erdluf!

Originally Posted by Erdluf View Post
diegoa,

When importing my character from armory, it seems to get primary/secondary backwards (my primary is balance, and that is my current armory). In other words, when I said secondary, it was seeing my balance stuff (Lunar Guidance, not much in Resto). When I said primary, it picked up my resto build.

I'll be taking a closer look.
Fixed. I had 2 resto specs when testing so did not noticed the difference.

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Old 06/29/10, 9:52 AM   #358
Erdluf
Great Tiger
 
Night Elf Druid
 
Echo Isles
Diegoa,

I looked through all the individual spell calculations (not the rotations) in the .js, and they all looked right, or matched the spreadsheet.

Two places I think the spreadsheet (and your calculator) are slightly wrong:

-NG Uptime for chaincast Rg should use a '3' in the exponent, instead of a '2' for most Druids (3 is correct if three Rg's benefit from NG. That means latency+2*NG Cast time < 3s).

-Tranquility mana costs assume Ephemeral Snowflake can proc five-times per tick. Since Snowflake was nerfed with a small internal cooldown, that is no longer true.

I disagree slightly with the Rg HoT coefficient. The formula gives an untalented coefficient of .1872 per tick, and I think I have tests giving a lower bound of .1878 (and I use .188 in my calculations). My tests are old though. With 4000+ SP, one number or the other should be easy to verify, but it may be a few days before I'm logged in.

As a matter of coding style, you compute OoCMult and use it in a couple of places, but there are a couple places that just use the unnamed constant 0.06. This would only matter if someone manages to prove the proc rate is closer to 3.5/60 than to 0.06. Even then, it wouldn't matter very much.

Overall, an outstanding job of converting the spreadsheet to a web page.

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Old 06/29/10, 2:58 PM   #359
diegoa
Glass Joe
 
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Night Elf Druid
 
Draenor (EU)
Hi Erdluf,

Thanks a million for feedback. I was mostly concerned to make sure that my calc results are the same as original spreadsheet ones, so I am going to talk with author about changes.


Originally Posted by Erdluf View Post

As a matter of coding style, you compute OoCMult and use it in a couple of places, but there are a couple places that just use the unnamed constant 0.06. This would only matter if someone manages to prove the proc rate is closer to 3.5/60 than to 0.06. Even then, it wouldn't matter very much.
Amagawd if I only knew you will decide to look into the code I'd give you the complete sources. I will change two places where OoCMult is not used.

Thanks

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Old 06/29/10, 3:44 PM   #360
 Hamlet
<Druid Trainer>
 
Hamlet's Avatar
 
Tauren Druid
 
Mal'Ganis
The changes above look good, I'll put them in at some point. Might not upload a new version in the OP since they're very minor.

In general, we still have to work out how to coordinate changes. I'll have to keep better records of what changes I make, I guess. Normally my tracking is pretty slack since I just do what I want and upload periodically. Will be more of an issue if you work on the Moonkin sheet :P .

I know the Moonkin sheet uses 3.5/60, but I'm not sure how well that was every really confirmed. Will probably leave this at 0.06 for now.

I'll try to check Regrowth when I log in, should be easy.

Here's my current local sheet, so you can make sure everything lines up currently. Then I can start from here with properly noting changes (which I might not be doing much with the Tree sheet for the rest of WLK).
Attached Files
File Type: xls TreeCalcs 100629.xls (206.5 KB, 237 views)


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